This slightly meandering post is prompted by playing a session of In A Wicked Age today. When we were discussing the session afterwards, @thefutilist pointed me to an old Vincent Baker blog: anyway: Creating Situation: a practical example
The best line from the blog is actually in one of the replies to a commenter:
In A Wicked Age has has a very fun approach to establishing characters and situation, that makes sure that the spinach isn't left in a bag in the fridge. As per this summary I wrote several years ago now:
Out of that we got about 10 characters, ending up with 3 PCs and 4 NPCs. I played Nardeen, priest of the tomb of Amala:
But (as is obvious, I guess) making sure you got the bag of spinach out of the fridge is a necessary but not sufficient condition of making your quiche. There's a particular feature of In A Wicked Age that I think really brings this to the fore. In my old write-up, I characterised it as a problem in the way the system approaches conflict resolution:
Page 7 of the rulebook says this, about writing best interests:
And then the advice to the GM on how to frame scenes (p 11) emphasises characters wanting to do harm to one another, either because they begin in conflict, or because the GM draws a conflict between them out of their conflicting best interests. This emphasis dovetails, fairly tightly, with the conflict resolution rules which state (p 12) that you must:
I think I could have written better best interests. The first one I think was good; it was loosely inspired by the example in the rulebook (p 7), of the character whose best interests are "to stay hidden, especially from the boy who loves her, until she reaches the shrine and is married" to the dead stone effigy of a harvest god, and "to become pregnant by the harvest god (and not by any other!)." In that example, the harvest god is not a character; and in our session Amal was not a character.
The reason I say that it was good is that it created some immediate conflict: with the NPC Balashi the Tomb Guardian, and with the NPC tomb robber. And possibly with PCs as well, depending on their orientation towards the tomb and the dead and buried Amal. It gave other characters a reason to take concrete actions against me; a reason that I might want to take concrete action against them; and something which might lead me to yield to a compromise.
But my other two were not as good. One was about getting another PC - Aram - to do something to the NPC Balashi. It's threatening Balashi, but my first best interest already does that. And it's not clearly threatening Aram. Something in the same neighbourhood, but better, would have been simply to have as a best interest something like to make Aram serve me.
My final best interest was about making another NPC, Romrama, do something. In a game without social conflict, it's too close to a desire to persuade. I think it would have been better as something like to drive Romrama and the caravan away from the tomb, or even to drive Romrama and the caravan away from the tomb, by making it untenable for them to stay camped beside it. Something like this seems as if it would have been better for pushing towards concrete acts.
In the blog I linked to above, Baker quotes Ron Edwards to the effect that a situation is "Dynamic interaction between specific characters and small-scale setting element", and then goes on:
In a game system that doesn't use social conflict resolution, conflicts that are purely social won't be very "grabby", and so won't do a very good job of driving play. For a game whose rules run for about 20 pages, including a sustained worked example, In A Wicked Age is strikingly nuanced in what it requires players to do as part of the setting up of situation. Next time I play In A Wicked Age, I need to remember to write best interests that motivate concrete acts of doing harm to another character. Not just trying to persuade them of things.
The best line from the blog is actually in one of the replies to a commenter:
Marhault (Jamey): How do you produce a dynamic situation where the PCs aren't already an integral part of it?
How do you make spinach quiche where you leave the spinach in a bag in the fridge?
In A Wicked Age has has a very fun approach to establishing characters and situation, that makes sure that the spinach isn't left in a bag in the fridge. As per this summary I wrote several years ago now:
The "worldbuilding" is fun - turn up 4 cards and read off "the oracles". There are four possible oracles to choose from - Blood & Sex, God-kings of War, the Unquiet Past, and a Nest of Vipers.
<snip>
come up with the characters (express and implicit) in this situation.
<snip>
The final stage was nominating "best interests" for the characters.
Today we used The Unquiet Past, and our oracles were:The premise is not dictated by the game per se, but emerges out of the setting elements plus players' choices of best interests. The obvious themes are love, hate, revenge, war, sex. This emerges from the "oracles", and also the six stats (For Self, For Others, With Love, With Violence, Directly, Covertly). So when the elements are chosen, and the players identify and build PCs, and then choose best interests, and the GM starts framing - well, premise emerges.
1S: A slow-moving caravan with many wagons and travelers.
QD: The fey and unfriendly guardians of an enchanted glade.
3H: The guardian of a tomb, a statue cast in silver with ruby eyes
7C: A ruthless bully of an under-officer with high ambitions.
Out of that we got about 10 characters, ending up with 3 PCs and 4 NPCs. I played Nardeen, priest of the tomb of Amala:
Covertly d8
Directly d6
For myself d10
For others d6
With love d12
With violence d4
Particular strength - spoken prayer to ward off evil (requires calling loudly upon the gods): for others d8, directly d8
Best interests: To bring Amala (the dead God Queen in the tomb) back to life; To have Aram (a new recruit, badly bullied) defeat Balashi (the tomb guardian); To have Romrama (the caravan leader) and the caravan move on.
But (as is obvious, I guess) making sure you got the bag of spinach out of the fridge is a necessary but not sufficient condition of making your quiche. There's a particular feature of In A Wicked Age that I think really brings this to the fore. In my old write-up, I characterised it as a problem in the way the system approaches conflict resolution:
I don't know if I'd still call it a problem, but it does mean that the relationship between framed scene, fictional position at the end of a conflict, best interests, and what the system allows for needs to be pretty tight, so that negotiations can be offered that will be taken up, and play doesn't bog down in repeated attrition-esque conflicts.the stakes are set by the system, and are rather modest (a drop in die size to two of six stats), unless their is negotiation. So unlike DitV, or a 4e skill challenge, there is no concrete thing that is stakes - a loser can always hold out and just take the default consequence. And unlike DitV or Poison'd (the latter a Vincent Baker game I've read but not played), there is no escalation mechanic.
What incentivises negotiation, to an extent, is the fact that the session ends when a PC emerges as the clear protagonist and/or as having resolved his/her "best interests" (this is a table call guided by the GM), and there is no guarantee that you can carry your PC forward to another session, so if you want to finish successfully you're going to have to negotiate. Still, it felt a little weak.
Page 7 of the rulebook says this, about writing best interests:
Going into this, you won’t have much or any backstory. That’s fine; don’t plan or speculate. Instead, watch the backstory emerge. Let the characters’ best interests show you what’s been going on between them up to now. . . . If someone names a best interest for her character and you can’t see it immediately, you may, if you need to, ask why. Why is that in her best interests? Don’t make this
a challenge, though; if she answers you it’s to help you understand, not because she must or because she has to win your assent to what she’s said. If she shrugs and says, “we’ll find out I guess,” you have to content yourself with that. No discussing, no contradicting, no second-guessing.
At the end, you should have a situation not easily untangled and about to turn really bad. Some of the characters will be able to achieve their interests, conceivably, but only by fighting and meaning it, and only by taking other characters’ best interests away. Dedicated rivals, aggressive enemies, and alliances fragile at best.
And then the advice to the GM on how to frame scenes (p 11) emphasises characters wanting to do harm to one another, either because they begin in conflict, or because the GM draws a conflict between them out of their conflicting best interests. This emphasis dovetails, fairly tightly, with the conflict resolution rules which state (p 12) that you must:
Roll dice when one character undertakes to do some concrete thing, and another character can and would try to interfere. . . . Don’t roll dice when two characters are having a conversation, no matter how heated it becomes; wait until one or the other acts. . . . Don’t roll dice when a character undertakes to do some concrete thing and no other character can or would try to interfere.
I think I could have written better best interests. The first one I think was good; it was loosely inspired by the example in the rulebook (p 7), of the character whose best interests are "to stay hidden, especially from the boy who loves her, until she reaches the shrine and is married" to the dead stone effigy of a harvest god, and "to become pregnant by the harvest god (and not by any other!)." In that example, the harvest god is not a character; and in our session Amal was not a character.
The reason I say that it was good is that it created some immediate conflict: with the NPC Balashi the Tomb Guardian, and with the NPC tomb robber. And possibly with PCs as well, depending on their orientation towards the tomb and the dead and buried Amal. It gave other characters a reason to take concrete actions against me; a reason that I might want to take concrete action against them; and something which might lead me to yield to a compromise.
But my other two were not as good. One was about getting another PC - Aram - to do something to the NPC Balashi. It's threatening Balashi, but my first best interest already does that. And it's not clearly threatening Aram. Something in the same neighbourhood, but better, would have been simply to have as a best interest something like to make Aram serve me.
My final best interest was about making another NPC, Romrama, do something. In a game without social conflict, it's too close to a desire to persuade. I think it would have been better as something like to drive Romrama and the caravan away from the tomb, or even to drive Romrama and the caravan away from the tomb, by making it untenable for them to stay camped beside it. Something like this seems as if it would have been better for pushing towards concrete acts.
In the blog I linked to above, Baker quotes Ron Edwards to the effect that a situation is "Dynamic interaction between specific characters and small-scale setting element", and then goes on:
Dynamic interactions are interactions that can't stay the same indefinitely. Most practically? Dynamic interactions have, at their heart, conflicts of interest.
"What are their dynamic interactions?" means: create conflicts of interest between them.
<snip an example of giving characters best interests>
Now if you'll notice, I'm cheating. I'm cheating like a cheating dog pig. I'm not just giving the characters interests - "her interest is to avoid interaction with anyone" - I'm giving the characters interests that are already all grabby with conflict.
"What are their dynamic interactions?" means: create conflicts of interest between them.
<snip an example of giving characters best interests>
Now if you'll notice, I'm cheating. I'm cheating like a cheating dog pig. I'm not just giving the characters interests - "her interest is to avoid interaction with anyone" - I'm giving the characters interests that are already all grabby with conflict.
In a game system that doesn't use social conflict resolution, conflicts that are purely social won't be very "grabby", and so won't do a very good job of driving play. For a game whose rules run for about 20 pages, including a sustained worked example, In A Wicked Age is strikingly nuanced in what it requires players to do as part of the setting up of situation. Next time I play In A Wicked Age, I need to remember to write best interests that motivate concrete acts of doing harm to another character. Not just trying to persuade them of things.







